HeavenStudioPlus/Assets/Scripts/LevelEditor/Commands/SpecialMarker.cs
Rapandrasmus dd24a96338 Title Screen (#454)
* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
2023-12-26 05:22:51 +00:00

236 lines
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9.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Jukebox;
using HeavenStudio.Editor.Track;
using Newtonsoft.Json;
using UnityEditor;
using UnityEngine.Timeline;
namespace HeavenStudio.Editor.Commands
{
public class AddMarker : ICommand
{
private RiqEntity placedEntityData;
private Guid placedEventID;
private int placedTimes = 0;
private SpecialTimeline.HoveringTypes type;
public AddMarker(RiqEntity placedEntityData, Guid placedEventID, SpecialTimeline.HoveringTypes type)
{
this.placedEntityData = placedEntityData.DeepCopy();
this.placedEventID = placedEventID;
this.type = type;
}
public void Execute()
{
if (placedTimes > 0)
{
var entity = placedEntityData.DeepCopy();
entity.guid = placedEventID;
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
GameManager.instance.Beatmap.TempoChanges.Add(entity);
SpecialTimeline.instance.AddTempoChange(false, entity);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
GameManager.instance.Beatmap.VolumeChanges.Add(entity);
SpecialTimeline.instance.AddVolumeChange(false, entity);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
GameManager.instance.Beatmap.SectionMarkers.Add(entity);
SpecialTimeline.instance.AddChartSection(false, entity);
break;
}
GameManager.instance.SortEventsList();
}
placedTimes++;
}
public void Undo()
{
RiqEntity createdEntity = null;
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
createdEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == placedEventID);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
createdEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == placedEventID);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
createdEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == placedEventID);
break;
}
if (createdEntity != null)
{
placedEntityData = createdEntity.DeepCopy();
var marker = SpecialTimeline.instance.specialTimelineObjs[createdEntity.guid];
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
GameManager.instance.Beatmap.TempoChanges.Remove(createdEntity);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
GameManager.instance.Beatmap.VolumeChanges.Remove(createdEntity);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
GameManager.instance.Beatmap.SectionMarkers.Remove(createdEntity);
break;
}
SpecialTimeline.instance.specialTimelineObjs.Remove(createdEntity.guid);
GameObject.Destroy(marker.gameObject);
GameManager.instance.SortEventsList();
}
}
}
public class DeleteMarker : ICommand
{
private RiqEntity deletedEntityData;
private Guid deletedEventID;
private SpecialTimeline.HoveringTypes type;
public DeleteMarker(Guid deletedEventID, SpecialTimeline.HoveringTypes type)
{
this.deletedEventID = deletedEventID;
this.type = type;
}
public void Execute()
{
RiqEntity deletedEntity = null;
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
deletedEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == deletedEventID);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
deletedEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == deletedEventID);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
deletedEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == deletedEventID);
break;
}
if (deletedEntity != null)
{
SpecialTimelineObj marker = SpecialTimeline.instance.specialTimelineObjs[deletedEventID];
deletedEntityData = deletedEntity.DeepCopy();
deletedEntityData.guid = deletedEventID;
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
GameManager.instance.Beatmap.TempoChanges.Remove(deletedEntity);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
GameManager.instance.Beatmap.VolumeChanges.Remove(deletedEntity);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
GameManager.instance.Beatmap.SectionMarkers.Remove(deletedEntity);
break;
}
SpecialTimeline.instance.specialTimelineObjs.Remove(deletedEventID);
GameObject.Destroy(marker.gameObject);
GameManager.instance.SortEventsList();
}
}
public void Undo()
{
if (deletedEntityData != null)
{
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
GameManager.instance.Beatmap.TempoChanges.Add(deletedEntityData);
SpecialTimeline.instance.AddTempoChange(false, deletedEntityData);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
GameManager.instance.Beatmap.VolumeChanges.Add(deletedEntityData);
SpecialTimeline.instance.AddVolumeChange(false, deletedEntityData);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
GameManager.instance.Beatmap.SectionMarkers.Add(deletedEntityData);
SpecialTimeline.instance.AddChartSection(false, deletedEntityData);
break;
}
deletedEntityData = null;
GameManager.instance.SortEventsList();
}
}
}
public class MoveMarker : ICommand
{
private Guid entityId;
private double newBeat, lastBeat;
private SpecialTimeline.HoveringTypes type;
public MoveMarker(Guid entityId, double newBeat, SpecialTimeline.HoveringTypes type)
{
this.entityId = entityId;
this.newBeat = newBeat;
this.type = type;
}
public void Execute()
{
RiqEntity movedEntity = null;
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
movedEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == entityId);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
movedEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == entityId);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
movedEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == entityId);
break;
}
if (movedEntity != null)
{
lastBeat = movedEntity.beat;
movedEntity.beat = newBeat;
}
}
public void Undo()
{
RiqEntity movedEntity = null;
switch (type)
{
case SpecialTimeline.HoveringTypes.TempoChange:
movedEntity = GameManager.instance.Beatmap.TempoChanges.Find(x => x.guid == entityId);
break;
case SpecialTimeline.HoveringTypes.VolumeChange:
movedEntity = GameManager.instance.Beatmap.VolumeChanges.Find(x => x.guid == entityId);
break;
case SpecialTimeline.HoveringTypes.SectionChange:
movedEntity = GameManager.instance.Beatmap.SectionMarkers.Find(x => x.guid == entityId);
break;
}
if (movedEntity != null)
{
movedEntity.beat = lastBeat;
}
}
}
}